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authorReinUsesLisp <reinuseslisp@airmail.cc>2018-08-10 01:09:40 -0300
committergdkchan <gab.dark.100@gmail.com>2018-08-10 01:09:40 -0300
commit25dd5f4238d898120f2f65c4d5d5b9c192ce1e10 (patch)
tree347a58054594d9236fd9c3fa1432e0ee45b99949 /Ryujinx.HLE
parent652238f526509ed54e1c0ba2e953097ef7b2501c (diff)
Low level graphics API prerequisites (#319)
* Add GalPipelineState and IGalPipeline * Separate UploadVertex call * Add ConstBuffer cache * Move Vertex Assembly into GalPipelineState * Move Uniform binds to GalPipelineState * Move framebuffer flip into a buffer * Rebase * Fix regression * Move clear values from VertexEndGl to ClearBuffers * Rename obscure names O->Old S->New
Diffstat (limited to 'Ryujinx.HLE')
-rw-r--r--Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs344
-rw-r--r--Ryujinx.HLE/Gpu/Engines/NvGpuEngine3dReg.cs1
-rw-r--r--Ryujinx.HLE/Gpu/Memory/NvGpuBufferType.cs1
3 files changed, 136 insertions, 210 deletions
diff --git a/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs b/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs
index 3dd0e98e..0576601f 100644
--- a/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs
+++ b/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs
@@ -84,35 +84,41 @@ namespace Ryujinx.HLE.Gpu.Engines
{
LockCaches();
+ GalPipelineState State = new GalPipelineState();
+
+ SetFlip(State);
+ SetFrontFace(State);
+ SetCullFace(State);
+ SetDepth(State);
+ SetStencil(State);
+ SetAlphaBlending(State);
+ SetPrimitiveRestart(State);
+
SetFrameBuffer(Vmm, 0);
long[] Keys = UploadShaders(Vmm);
Gpu.Renderer.Shader.BindProgram();
- //Note: Uncomment SetFrontFace SetCullFace when flipping issues are solved
- //SetFrontFace();
- //SetCullFace();
- SetDepth();
- SetStencil();
- SetAlphaBlending();
- SetPrimitiveRestart();
+ UploadTextures(Vmm, State, Keys);
+ UploadConstBuffers(Vmm, State);
+ UploadVertexArrays(Vmm, State);
- UploadTextures(Vmm, Keys);
- UploadUniforms(Vmm);
- UploadVertexArrays(Vmm);
+ DispatchRender(Vmm, State);
UnlockCaches();
}
private void LockCaches()
{
+ Gpu.Renderer.Buffer.LockCache();
Gpu.Renderer.Rasterizer.LockCaches();
Gpu.Renderer.Texture.LockCache();
}
private void UnlockCaches()
{
+ Gpu.Renderer.Buffer.UnlockCache();
Gpu.Renderer.Rasterizer.UnlockCaches();
Gpu.Renderer.Texture.UnlockCache();
}
@@ -125,9 +131,22 @@ namespace Ryujinx.HLE.Gpu.Engines
GalClearBufferFlags Flags = (GalClearBufferFlags)(Arg0 & 0x3f);
+ float Red = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 0);
+ float Green = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 1);
+ float Blue = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 2);
+ float Alpha = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 3);
+
+ float Depth = ReadRegisterFloat(NvGpuEngine3dReg.ClearDepth);
+
+ int Stencil = ReadRegister(NvGpuEngine3dReg.ClearStencil);
+
SetFrameBuffer(Vmm, FbIndex);
- Gpu.Renderer.Rasterizer.ClearBuffers(Flags);
+ Gpu.Renderer.Rasterizer.ClearBuffers(
+ Flags,
+ Red, Green, Blue, Alpha,
+ Depth,
+ Stencil);
}
private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
@@ -185,6 +204,8 @@ namespace Ryujinx.HLE.Gpu.Engines
long VpAPos = BasePosition + (uint)VpAOffset;
long VpBPos = BasePosition + (uint)VpBOffset;
+ Keys[(int)GalShaderType.Vertex] = VpBPos;
+
Gpu.Renderer.Shader.Create(Vmm, VpAPos, VpBPos, GalShaderType.Vertex);
Gpu.Renderer.Shader.Bind(VpBPos);
@@ -216,11 +237,6 @@ namespace Ryujinx.HLE.Gpu.Engines
Gpu.Renderer.Shader.Bind(Key);
}
- float SignX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
- float SignY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
-
- Gpu.Renderer.Shader.SetFlip(SignX, SignY);
-
return Keys;
}
@@ -239,7 +255,13 @@ namespace Ryujinx.HLE.Gpu.Engines
throw new ArgumentOutOfRangeException(nameof(Program));
}
- private void SetFrontFace()
+ private void SetFlip(GalPipelineState State)
+ {
+ State.FlipX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
+ State.FlipY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
+ }
+
+ private void SetFrontFace(GalPipelineState State)
{
float SignX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
float SignY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
@@ -261,198 +283,82 @@ namespace Ryujinx.HLE.Gpu.Engines
}
}
- Gpu.Renderer.Rasterizer.SetFrontFace(FrontFace);
+ State.FrontFace = FrontFace;
}
- private void SetCullFace()
+ private void SetCullFace(GalPipelineState State)
{
- bool Enable = (ReadRegister(NvGpuEngine3dReg.CullFaceEnable) & 1) != 0;
+ State.CullFaceEnabled = (ReadRegister(NvGpuEngine3dReg.CullFaceEnable) & 1) != 0;
- if (Enable)
+ if (State.CullFaceEnabled)
{
- Gpu.Renderer.Rasterizer.EnableCullFace();
+ State.CullFace = (GalCullFace)ReadRegister(NvGpuEngine3dReg.CullFace);
}
- else
- {
- Gpu.Renderer.Rasterizer.DisableCullFace();
- }
-
- if (!Enable)
- {
- return;
- }
-
- GalCullFace CullFace = (GalCullFace)ReadRegister(NvGpuEngine3dReg.CullFace);
-
- Gpu.Renderer.Rasterizer.SetCullFace(CullFace);
}
- private void SetDepth()
+ private void SetDepth(GalPipelineState State)
{
- float ClearDepth = ReadRegisterFloat(NvGpuEngine3dReg.ClearDepth);
-
- Gpu.Renderer.Rasterizer.SetClearDepth(ClearDepth);
-
- bool Enable = (ReadRegister(NvGpuEngine3dReg.DepthTestEnable) & 1) != 0;
-
- if (Enable)
- {
- Gpu.Renderer.Rasterizer.EnableDepthTest();
- }
- else
- {
- Gpu.Renderer.Rasterizer.DisableDepthTest();
- }
+ State.DepthTestEnabled = (ReadRegister(NvGpuEngine3dReg.DepthTestEnable) & 1) != 0;
- if (!Enable)
+ if (State.DepthTestEnabled)
{
- return;
+ State.DepthFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.DepthTestFunction);
}
-
- GalComparisonOp Func = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.DepthTestFunction);
-
- Gpu.Renderer.Rasterizer.SetDepthFunction(Func);
}
- private void SetStencil()
+ private void SetStencil(GalPipelineState State)
{
- int ClearStencil = ReadRegister(NvGpuEngine3dReg.ClearStencil);
-
- Gpu.Renderer.Rasterizer.SetClearStencil(ClearStencil);
-
- bool Enable = (ReadRegister(NvGpuEngine3dReg.StencilEnable) & 1) != 0;
-
- if (Enable)
- {
- Gpu.Renderer.Rasterizer.EnableStencilTest();
- }
- else
- {
- Gpu.Renderer.Rasterizer.DisableStencilTest();
+ State.StencilTestEnabled = (ReadRegister(NvGpuEngine3dReg.StencilEnable) & 1) != 0;
+
+ if (State.StencilTestEnabled)
+ {
+ State.StencilBackFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilBackFuncFunc);
+ State.StencilBackFuncRef = ReadRegister(NvGpuEngine3dReg.StencilBackFuncRef);
+ State.StencilBackFuncMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilBackFuncMask);
+ State.StencilBackOpFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpFail);
+ State.StencilBackOpZFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpZFail);
+ State.StencilBackOpZPass = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpZPass);
+ State.StencilBackMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilBackMask);
+
+ State.StencilFrontFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilFrontFuncFunc);
+ State.StencilFrontFuncRef = ReadRegister(NvGpuEngine3dReg.StencilFrontFuncRef);
+ State.StencilFrontFuncMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilFrontFuncMask);
+ State.StencilFrontOpFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpFail);
+ State.StencilFrontOpZFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpZFail);
+ State.StencilFrontOpZPass = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpZPass);
+ State.StencilFrontMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilFrontMask);
}
-
- if (!Enable)
- {
- return;
- }
-
- void SetFaceStencil(
- bool IsFrontFace,
- NvGpuEngine3dReg Func,
- NvGpuEngine3dReg FuncRef,
- NvGpuEngine3dReg FuncMask,
- NvGpuEngine3dReg OpFail,
- NvGpuEngine3dReg OpZFail,
- NvGpuEngine3dReg OpZPass,
- NvGpuEngine3dReg Mask)
- {
- Gpu.Renderer.Rasterizer.SetStencilFunction(
- IsFrontFace,
- (GalComparisonOp)ReadRegister(Func),
- ReadRegister(FuncRef),
- ReadRegister(FuncMask));
-
- Gpu.Renderer.Rasterizer.SetStencilOp(
- IsFrontFace,
- (GalStencilOp)ReadRegister(OpFail),
- (GalStencilOp)ReadRegister(OpZFail),
- (GalStencilOp)ReadRegister(OpZPass));
-
- Gpu.Renderer.Rasterizer.SetStencilMask(IsFrontFace, ReadRegister(Mask));
- }
-
- SetFaceStencil(false,
- NvGpuEngine3dReg.StencilBackFuncFunc,
- NvGpuEngine3dReg.StencilBackFuncRef,
- NvGpuEngine3dReg.StencilBackFuncMask,
- NvGpuEngine3dReg.StencilBackOpFail,
- NvGpuEngine3dReg.StencilBackOpZFail,
- NvGpuEngine3dReg.StencilBackOpZPass,
- NvGpuEngine3dReg.StencilBackMask);
-
- SetFaceStencil(true,
- NvGpuEngine3dReg.StencilFrontFuncFunc,
- NvGpuEngine3dReg.StencilFrontFuncRef,
- NvGpuEngine3dReg.StencilFrontFuncMask,
- NvGpuEngine3dReg.StencilFrontOpFail,
- NvGpuEngine3dReg.StencilFrontOpZFail,
- NvGpuEngine3dReg.StencilFrontOpZPass,
- NvGpuEngine3dReg.StencilFrontMask);
}
- private void SetAlphaBlending()
+ private void SetAlphaBlending(GalPipelineState State)
{
//TODO: Support independent blend properly.
- bool Enable = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
+ State.BlendEnabled = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
- if (Enable)
- {
- Gpu.Renderer.Blend.Enable();
- }
- else
+ if (State.BlendEnabled)
{
- Gpu.Renderer.Blend.Disable();
- }
+ State.BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.IBlendNSeparateAlpha) & 1) != 0;
- if (!Enable)
- {
- //If blend is not enabled, then the other values have no effect.
- //Note that if it is disabled, the register may contain invalid values.
- return;
- }
-
- bool BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.IBlendNSeparateAlpha) & 1) != 0;
-
- GalBlendEquation EquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
-
- GalBlendFactor FuncSrcRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb);
- GalBlendFactor FuncDstRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb);
-
- if (BlendSeparateAlpha)
- {
- GalBlendEquation EquationAlpha = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationAlpha);
-
- GalBlendFactor FuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
- GalBlendFactor FuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
-
- Gpu.Renderer.Blend.SetSeparate(
- EquationRgb,
- EquationAlpha,
- FuncSrcRgb,
- FuncDstRgb,
- FuncSrcAlpha,
- FuncDstAlpha);
- }
- else
- {
- Gpu.Renderer.Blend.Set(EquationRgb, FuncSrcRgb, FuncDstRgb);
+ State.BlendEquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
+ State.BlendFuncSrcRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb);
+ State.BlendFuncDstRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb);
+ State.BlendEquationAlpha = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationAlpha);
+ State.BlendFuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
+ State.BlendFuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
}
}
- private void SetPrimitiveRestart()
+ private void SetPrimitiveRestart(GalPipelineState State)
{
- bool Enable = (ReadRegister(NvGpuEngine3dReg.PrimRestartEnable) & 1) != 0;
-
- if (Enable)
- {
- Gpu.Renderer.Rasterizer.EnablePrimitiveRestart();
- }
- else
- {
- Gpu.Renderer.Rasterizer.DisablePrimitiveRestart();
- }
+ State.PrimitiveRestartEnabled = (ReadRegister(NvGpuEngine3dReg.PrimRestartEnable) & 1) != 0;
- if (!Enable)
+ if (State.PrimitiveRestartEnabled)
{
- return;
+ State.PrimitiveRestartIndex = (uint)ReadRegister(NvGpuEngine3dReg.PrimRestartIndex);
}
-
- uint Index = (uint)ReadRegister(NvGpuEngine3dReg.PrimRestartIndex);
-
- Gpu.Renderer.Rasterizer.SetPrimitiveRestartIndex(Index);
}
- private void UploadTextures(NvGpuVmm Vmm, long[] Keys)
+ private void UploadTextures(NvGpuVmm Vmm, GalPipelineState State, long[] Keys)
{
long BaseShPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
@@ -546,45 +452,35 @@ namespace Ryujinx.HLE.Gpu.Engines
Gpu.Renderer.Texture.SetSampler(Sampler);
}
- private void UploadUniforms(NvGpuVmm Vmm)
+ private void UploadConstBuffers(NvGpuVmm Vmm, GalPipelineState State)
{
- long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
-
- for (int Index = 0; Index < 5; Index++)
+ for (int Stage = 0; Stage < State.ConstBufferKeys.Length; Stage++)
{
- int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + (Index + 1) * 0x10);
- int Offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + (Index + 1) * 0x10);
-
- //Note: Vertex Program (B) is always enabled.
- bool Enable = (Control & 1) != 0 || Index == 0;
-
- if (!Enable)
+ for (int Index = 0; Index < State.ConstBufferKeys[Stage].Length; Index++)
{
- continue;
- }
+ ConstBuffer Cb = ConstBuffers[Stage][Index];
- for (int Cbuf = 0; Cbuf < ConstBuffers[Index].Length; Cbuf++)
- {
- ConstBuffer Cb = ConstBuffers[Index][Cbuf];
+ long Key = Cb.Position;
- if (Cb.Enabled)
+ if (Cb.Enabled && QueryKeyUpload(Vmm, Key, Cb.Size, NvGpuBufferType.ConstBuffer))
{
- IntPtr DataAddress = Vmm.GetHostAddress(Cb.Position, Cb.Size);
+ IntPtr Source = Vmm.GetHostAddress(Key, Cb.Size);
- Gpu.Renderer.Shader.SetConstBuffer(BasePosition + (uint)Offset, Cbuf, Cb.Size, DataAddress);
+ Gpu.Renderer.Buffer.SetData(Key, Cb.Size, Source);
}
+
+ State.ConstBufferKeys[Stage][Index] = Key;
}
}
}
- private void UploadVertexArrays(NvGpuVmm Vmm)
+ private void UploadVertexArrays(NvGpuVmm Vmm, GalPipelineState State)
{
long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
long IboKey = Vmm.GetPhysicalAddress(IndexPosition);
int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
- int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
GalIndexFormat IndexFormat = (GalIndexFormat)IndexEntryFmt;
@@ -634,10 +530,7 @@ namespace Ryujinx.HLE.Gpu.Engines
((Packed >> 31) & 0x1) != 0));
}
- int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
- int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
-
- int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);
+ State.VertexBindings = new GalVertexBinding[32];
for (int Index = 0; Index < 32; Index++)
{
@@ -650,14 +543,14 @@ namespace Ryujinx.HLE.Gpu.Engines
bool Enable = (Control & 0x1000) != 0;
- long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
- long VertexEndPos = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 2);
-
if (!Enable)
{
continue;
}
+ long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
+ long VertexEndPos = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 2);
+
long VboKey = Vmm.GetPhysicalAddress(VertexPosition);
int Stride = Control & 0xfff;
@@ -673,19 +566,39 @@ namespace Ryujinx.HLE.Gpu.Engines
Gpu.Renderer.Rasterizer.CreateVbo(VboKey, (int)VbSize, DataAddress);
}
- Gpu.Renderer.Rasterizer.SetVertexArray(Stride, VboKey, Attribs[Index].ToArray());
+ State.VertexBindings[Index].Enabled = true;
+ State.VertexBindings[Index].Stride = Stride;
+ State.VertexBindings[Index].VboKey = VboKey;
+ State.VertexBindings[Index].Attribs = Attribs[Index].ToArray();
}
+ }
+
+ private void DispatchRender(NvGpuVmm Vmm, GalPipelineState State)
+ {
+ int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
+ int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);
GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
+ Gpu.Renderer.Pipeline.Bind(State);
+
if (IndexCount != 0)
{
- int VertexBase = ReadRegister(NvGpuEngine3dReg.VertexArrayElemBase);
+ int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
+ int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
+ int VertexBase = ReadRegister(NvGpuEngine3dReg.VertexArrayElemBase);
+
+ long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
+
+ long IboKey = Vmm.GetPhysicalAddress(IndexPosition);
Gpu.Renderer.Rasterizer.DrawElements(IboKey, IndexFirst, VertexBase, PrimType);
}
else
{
+ int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
+ int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
+
Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
}
}
@@ -741,10 +654,21 @@ namespace Ryujinx.HLE.Gpu.Engines
long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);
- ConstBuffers[Stage][Index].Position = Position;
- ConstBuffers[Stage][Index].Enabled = Enabled;
+ int Size = ReadRegister(NvGpuEngine3dReg.ConstBufferSize);
- ConstBuffers[Stage][Index].Size = ReadRegister(NvGpuEngine3dReg.ConstBufferSize);
+ if (!Gpu.Renderer.Buffer.IsCached(Position, Size))
+ {
+ Gpu.Renderer.Buffer.Create(Position, Size);
+ }
+
+ ConstBuffer Cb = ConstBuffers[Stage][Index];
+
+ if (Cb.Position != Position || Cb.Enabled != Enabled || Cb.Size != Size)
+ {
+ ConstBuffers[Stage][Index].Position = Position;
+ ConstBuffers[Stage][Index].Enabled = Enabled;
+ ConstBuffers[Stage][Index].Size = Size;
+ }
}
private float GetFlipSign(NvGpuEngine3dReg Reg)
diff --git a/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3dReg.cs b/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3dReg.cs
index e7dabe44..39a5ee8c 100644
--- a/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3dReg.cs
+++ b/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3dReg.cs
@@ -16,6 +16,7 @@ namespace Ryujinx.HLE.Gpu.Engines
ViewportNVert = 0x301,
VertexArrayFirst = 0x35d,
VertexArrayCount = 0x35e,
+ ClearNColor = 0x360,
ClearDepth = 0x364,
ClearStencil = 0x368,
StencilBackFuncRef = 0x3d5,
diff --git a/Ryujinx.HLE/Gpu/Memory/NvGpuBufferType.cs b/Ryujinx.HLE/Gpu/Memory/NvGpuBufferType.cs
index 469cd6cd..a6c03f42 100644
--- a/Ryujinx.HLE/Gpu/Memory/NvGpuBufferType.cs
+++ b/Ryujinx.HLE/Gpu/Memory/NvGpuBufferType.cs
@@ -5,6 +5,7 @@ namespace Ryujinx.HLE.Gpu.Memory
Index,
Vertex,
Texture,
+ ConstBuffer,
Count
}
} \ No newline at end of file